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Turns 240 to 249

Discussion in 'Team FREE' started by CommandoBob, Dec 2, 2008.

  1. CommandoBob

    CommandoBob AbstractArt

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    Copy of email from The Council, after their Turn 240 and before our Turn 240.

    This email is also in The Council thread.
     
  2. CommandoBob

    CommandoBob AbstractArt

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    Known forces from our Turn 239:
     
  3. CommandoBob

    CommandoBob AbstractArt

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    Side by Side Comparison, no analysis. Red = greatest.

     
  4. CommandoBob

    CommandoBob AbstractArt

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    I have downloaded the save, but not opened it.

    I won't be able to play until after 9pm local on Thursday; Christmas Choir practise at church. I advance the Powerpoint slides that the choir uses to sing from.

    Right now I plan to build our war-starting city on The Council. And to be more aggresive with our defense of Gong. The Forests have been planted (last one will be completed this turn) but our troops are not dispersed.

    Two things really worry me about Saber's military: 6 Armies and 17 Transports. I assume the Armies are in Transports (and not defending the homeland), but we can only account for 9 Transports off the south coast of The Council. That leaves 8 Transports unaccounted for. They could be getting ready to take on Gong.

    I do think we need some SAMs, which will delay our invasion a bit, since we have none at the moment.
     
  5. Empiremaker

    Empiremaker Human Fish

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    Are we going to abandon the city this turn? SABER would still see the rubble.

    Even if SABER attacks GONGland, we come out ahead since we will hopefully take out their core.
     
  6. CommandoBob

    CommandoBob AbstractArt

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    The new city I want to have The Council 'take out'. Then they can show the screenshot to the UN and declare how righteous their cause it, yada, yada.
     
  7. Empiremaker

    Empiremaker Human Fish

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    I didn't think about UN Propaganda.
     
  8. CommandoBob

    CommandoBob AbstractArt

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    I have requested an extension on this turn. It is too late for me to start a two to four hour Turn Player session.
     
  9. CommandoBob

    CommandoBob AbstractArt

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    If we had sent 5 Tanks and 1 Settler over to The Council, and built a city and that city was captured (all 5 Tanks destroyed), when does that show up in our Military Advisor. At the time they are destroyed (on The Council's turn) or when we get the game again?

    I am assuming that Saber has planted a spy on us. If they have our Turn 240 numbers and we build the city on Turn 240 and lose 5 Tanks on Turn 241 (The Council) what does Saber see on their turn? Our numbers at that point in the turn (241) or our numbers from when we ended our turn (240)?
     
  10. remake20

    remake20 :)

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    Sorry, that I've been out of the discussion. I forgot it was time for a new turn thread.
     
  11. CommandoBob

    CommandoBob AbstractArt

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    The turn is played, we're at war and I have a wedding to attend.

    I'll send the turn to Babe when I get back.
     
  12. CommandoBob

    CommandoBob AbstractArt

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    City Status (* = completed build)
    City Name in Italics indicates maximum population.
    City Name in BOLD indicates new city

    1. * Freedom Central (12): vModern Armor (M) -> vModern Armor in 2.
    2. Thessauronicleus (12): vModern Armor in 4 -> courthouse in 2, rush for 160 of 1093 gold, courthouse in 1 -> Mobile SAM in 1.
    3. Great Walls of Fire (1/Gong): worker in 8.
    4. Kazgungudom (12): vMech Infantry in 1.
    5. Nutbush City (1/Gong): worker in 8.
    6. * Thombriel (12): vBattleship (Rocky Balboa) -> vBattleship in 9.
    7. Fortress of Meleet (12): vCruiser in 3.
    8. We Built This City (4/Gong): Wealth.
    9. Kremlin (12): vModern Armor in 1 -> Mobile SAM in 1 (loss of 14 shields).
    10. Dark Side of the Moon (8/Gong): Wealth.
    11. * Citadel of Ur (12): vModern Armor (N) -> vModern Armor in 3.
    12. Tower of Babel (12): vMech Infantry in 1.
    13. Scarborough Fair (1/Gong): worker in 8.
    14. Ring of Fire (2/Gong): rTransport in 95.
    15. Ishme-Shamash (12): vCrusiser in 3.
    16. Weltonspolt (12): vTransport in 2.
    17. Teal domination (12): vCruiser in 1.
    18. Ninhursag-Ki (12): vMech Infantry in 1.
    19. Abbey Road (1/Gong): worker in 8.
    20. Azurra Coast (12): vCruiser in 3.
    21. * Lake Port (12): vCruiser (Lake of Fire) -> vCruiser in 14.
    22. * Marad-Dur (12): vModern Armor (O) -> vModern Armor in 3.
    23. Sugar-Free Wheaties (12): vCruiser in 4 -> Mobile SAM in 1.
    24. FreeToes (12): vDestroyer in 4.
    25. The Watchtower (1/Gong): worker in 8.
    26. Coastal Geeks (12): vDestroyer in 3.
    27. Smoke on the Water (1/Gong): worker in 8.
    28. Liberty Bell (11): Modern Armor in 4.
    29. Free Money (6/Gong): Wealth.
    30. TuTuba (7): Wealth.
    31. Nuclear-Free (3/Gong): worker in 8.
    32. Free-Tuning (6/Gong): Wealth.
    33. Cat Ballou (12): artillery in 2 -> SAM Missle Battery in 2, rush for 160 of 933 gold, SAM in 1 -> Mobile SAM in 1.
    34. Sin City (1/Gong): Wealth.
    35. Freehand (12): vDestroyer in 4.
    36. Town Called Malice (1/Gong): worker in 8.
    37. Home-Free (5/Gong): Wealth.
    38. Furs-Free (2/Gong): worker in 8.
    39. On Flame With RocknRoll (1/Gong): worker in 8.
    40. CBGB's (1/Gong): worker in 8.
    41. Hangar 18 (1/Gong): worker in 8.
    42. Fair-Free (5/Gong): Wealth.
    43. Hermit (6/Gong): Wealth.
    44. Basement on a Hill (1/Gong): worker in 8.
    45. * Chicago XIII (12): artillery -> artillery in 2.
    46. Farkle Liberation (7): Wealth -> artillery in 80.
    47. Free Swimming (5/Gong): worker in 8.
    48. Plain Free (6/Gong): Wealth.
    49. Numenor (5): vDestroyer in 119.
    50. Vista-Free (7): Wealth -> artillery in 80.
    51. Liberty Shore (5/Gong): worker in 8.
    52. Space colony-Free (5/Gong): worker in 8.
    53. * Jungle-Free (3): settler (117) -> settler in 30.
    54. Ellis Island (6): vDestroyer in 119 -> vTransport in 99, rush for 396 of 405 gold..
    55. T for Texas (1/Gong): worker in 8.
    56. Corporation-Free (4/Gong): worker in 8.
    57. Pete's End (1/Gong): worker in 8.
    58. Religion-Free (6/Gong): Wealth.
    59. BuyOneGetOne-Free (5/Gong): worker in 8.
    60. GetOutOfJail-Free (5/Gong): Wealth.
    61. Aga (5/Gong): worker in 8.
    62. * Unshackled (7): vTransport (LS-009) -> vTransport in 50.
    63. Free World (5/Gong): worker in 8.
    64. Perelandra (7): Wealth -> artillery in 80.
    65. Culture Free (6/Gong): worker in 8.
    66. Dusty Harbor (6/11SE): vDestroyer in 14.
    67. Debt-Free (7): vDestroyer in 28 -> vTransport in 23, rush for 368 of 773 gold.
    68. Sid City (6/11NW): Wealth.
    69. GONG-Free (3/Gong): worker in 8.
    70. Interest-Free (5/Gong): worker in 8.
    71. Gratis (7): Wealth.
    72. Gilligan (6/Gong): Wealth.
    73. Hihhuli (9/Gong): Wealth.
    74. Martin Luther King Jr. (4/11NW): rDestroyer in 19.
    75. Gun-Free (7): Wealth.
    76. Tujana (6/Gong): Wealth.
    77. Fat-Free (6/Gong): worker in 8.
    78. Ur (6/Gong): Wealth.
    79. Freethinking (6/Gong): worker in 8.
    80. Teal Landing (5/Gong): worker in 8.
    81. Freeborn (5/11NW): rDestroyer in 19.
    82. Monte Cristo (1/11SE): rDestroyer in 89.
    83. Footloose (5/11SE): rDestroyer in 28.



    Next Turn Builds
    • Mobile SAM in Thessauronicleus (rushed)
    • Mech Intfantry in Kazgungudom
    • Mobile SAM in Kremlin
    • Mech Intfantry in Tower of Babel
    • Cruiser in Teal domination
    • Mech Intfantry in Ninhursag-Ki
    • Mobile SAM in Sugar-Free Wheaties
    • Mobile SAM in Cat Ballou (rushed)
    • vTransport in Ellis Island (rushed)
    • vTransport in Debt-Free (rushed)


    City Buildings
    • 01 x Sun Tzu's Art of War (Kazgungudom)
    • 01 x Theory of Evoultion (Kazgungudom)
    • 01 x Palace (Freedom Central)
    • 01 x Forbidden Palace (Kazgungudom)
    • 01 x Hoover Dam (Kazgungudom)
    • 01 x Pyramids (Dark Side of the Moon)
    • 01 x Leonardo's Workshop (Dark Side of the Moon)
    • 01 x Wall Street (Citadel of Ur)
    • 42 x Granaries (via Pyramids)
    • 28 x Marketplaces
    • 25 x Libraries
    • 18 x Universities
    • 31 x Barracks (via Sun Tzu)
    • 31 x Hydro Plants (via Hoover)
    • 15 x Courthouses
    • 20 x Harbors
    • 12 x Aqueducts
    • 19 x Factories
    • 15 x Banks
    • 12 x Stock Exchanges
    • 04 x Commercial Docks
    • 17 x Research Labs

    Military Support
    Total Units: 267 (+6)
    Allowed Units: 147 (+0)
    Cost per Turn: 240 gpt (+16)


    Compared to BABE (Despotism) we are Strong.
    Compared to The Council (Republic) we are Strong.
    Compared to SABER (Republic) we are Average (up from Weak).

    Domestic Issues
    Space Flight in 48 turns.
    92 gold, +1052 gpt
    000% science
    000% luxuries
    100% taxes


    Resources connected to Freedom Central

    02 Uraninum connected
    05 Aluminum connected.
    03 Rubbers are connected.
    02 Oil is connected
    03 Coal is connected.
    04 Saltpeter is connected.
    05 Iron are connected.
    05 Horses are connected.

    01 Wines (from Saber)
    05 Furs
    01 Dyes (from The Council)
    03 Spices are connected (one to The Council and one to Saber).
    02 Ivory are connected.
    05 Silk are connected.
    05 Gems are connected.

    After the DoW on The Council, we lost our Dyes and regained on Spice.
     
  13. CommandoBob

    CommandoBob AbstractArt

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    Location:
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    Military Status
    17 Settlers +1
    23 Workers
    15 Marines
    75 Mech Infantry
    70 Modern Armor +3
    06 Artillery +1
    08 Transport +1
    06 Destroyer
    04 Battleships +1
    22 Bombers
    20 Cruisers +1
    01 Al-Battani

    Military Status: The Council
    07 Workers
    22 Slaves (all Saber)
    04 Marines
    45 Mechs -2
    82 Modern Armor +9
    00 Artillery
    01 Artillery (Babe)
    03 Transport
    01 Carrier
    2 Submarines -1
    04 Destroyers
    10 Bombers
    23 Jet Fighters
    08 Mobile SAM



    Unit moves

    Naval: Battleships
    1. Harry Callahan: 4SE-1E of Sugar-Free Wheaties.
    2. * John McClane 1S-4SW of Demise (Babe): 2W and spots a Saber Destroyer N-NW, 3W.
    3. * Martin Riggs 1SE-3E of Fat-Free: 5N, sees nothing.
    4. * Rocky Balboa (new in Thombriel): SE, E and 3NE, heading towards Gong.


    Naval: Cruisers
    1. * Mercy of Meleet 1W-7SW of Freeborn (11NW): 3N, spotting the Saber Invasion Fleet, 6S-1SW of The Silo, then 3S.
    2. Mischief of Meleet 2W-5NW of Unshackled: 1SW, not 6MPs from Unshackled, fortifies..
    3. Teal Cruiser: on Saber Patrol, 7NW of Ellis Island.
    4. * Azurra Azualt 6SE of Dark Side of the Moon: 3N, 2E and forify.
    5. * Ishme-Swishme: 1E-5SE of Interest-Free: 2E, spots a Saber Destroyer; N, NW and W, fortifies.
    6. Free-Sailing: 1N-6NE of Lovey Howell (Saber) roughly midway between Saber and Babe.
    7. * Free-Spirited 5E-1SE of Unshackled: 3W, spotting 2 Saber Destroyers, then 3E.
    8. * Free-Bird 2W-5SW of Debt-Free: 3SW (towards The Councils 11 Tile Island) and 3NE, spotting nothing
    9. * Free-Ride 5W-1SW of Coastal Geeks: 3SW and 3NE, spotting nothing.
    10. * Free-At-Last 2N-NE of The Ways (Council): 6N.
    11. * Free-Food-And-Beer: off the Babe coast, 6SW, but sees nothing.
    12. * Free-Registration: 1S-2SW of The Phoenix (Council): 4S-2SE, spotting nothing.
    13. * Sugar-Free Surprise 2W of Lovey Howell (Babe): 3W sees nothing, 3E.
    14. * Marriage of Meleet 1E-5SE of Sugar-Free Wheaties: 4S and spots a Saber destroyer 2SE, 2NW.
    15. * Lake of Fire (new in Lake Port): 6 SW towards The Council
    16. Free-Pizza: Unshackled
    17. Free-Candy: Unshackled
    18. Meleet's Manicure: Unshackled
    19. Teal Thunder: Unshackled
    20. Teal Tribulations: Unshackled

    Naval: Destroyers
    1. * Sub Seeker 5N of Freeborn (11NW): 2W (nothing) 4E (nothing), NE and N, sights a sub (The Council). It does not find the Saber Invasion Force.
    2. * Sub Sinker 2N-NE of The Ways (Council): 6N, fortifies
    3. * Sub Finder 1S-5SE of Interest-Free: 4SE sees nothing, 2S still nothing and 2N.
    4. * Sub Killer 5E of Sugar-Free Wheaties: 4N and sees nothing, 4N again and nothing.
    5. * Sub Marker Ellis Island: sails to Unshacked.
    6. Sub Basher: Unshackeld

    Naval: Transports
    1. * Lydia Sutherland 2N-NE of The Ways (Council): 6N.
    2. LS-002: Unshackled
    3. LS-003: Unshackled
    4. LS-005: Unshackled
    5. LS-006: Unshackled
    6. LS-007: Unshackled
    7. LS-008: Unshackled
    8. * LS-009 (new in Unshcackled): Unshackled

    Military

    Workers
    Free:
    W062 (W of Freehand): fortify.
    W064 (W of Freehand): fortify.
    W065 (W of Freehand): fortify.
    W066 (W of Freehand): fortify.
    W067 (W of Freehand): fortify.
    W069 (W of Freehand): fortify.

    Gong:
    W055 (E of Nuclear-Free): to W of Furs-Free, help plant and finish forest.
    W057 (E of Nuclear-Free): to W of Furs-Free, help plant and finish forest.
    W059 (W of Nuclear-Free): to W of Furs-Free, help plant and finish forest.

    W060 (E of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
    W071 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
    W072 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
    W073 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.
    W074 (W of Nuclear-Free): to SW of Furs-Free, plant and finish forest.

    W075 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
    W076 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
    W077 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
    W078 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.
    W079 (SW of Nuclear-Free): to S of Furs-Free, plant and finish forest.

    W080 (W of Nuclear-Free): to SW of Hanger 18, plant forest (1 of 5), finish in 2.
    W081 (2NE of A Town Called Malice): to SW of Hanger 18, plant forest (2 of 5), finish in 2.
    W082 (W of Nuclear-Free): to SW of Hanger 18, plant forest (3 of 5), finish in 2.
    W083 (W of Furs-Free): to W of Furs-Free, plant forest, finish in 1.


    Slave01 (E of Tujana): rail in 2.


    Former Workers
    W001 (airfield W of Dusty Harbor, 11SE).
    W002 (joined to Freetoes).
    W003 (joined to Freetoes).
    W004 (joined to Freetoes).
    W005 (joined to Freeborn).
    W006 (joined to Weltonspolt).
    W007 (joined to Coastal Geeks).
    W008 (joined to Kazgungudom).
    W009 (joined to Coastal Geeks).
    W010 (joined to Freehand).
    W011 (joined to Freehand).
    W012 (joined to Freehand).
    W013 (joined to Sugar-Free Wheaties).
    W014 (joined to Sugar-Free Wheaties).
    W015 (joined to Ishme-Shamash).
    W016 (joined to Teal Domination).
    W017 (airfield W of Sid City, 11NW).
    W018 (joined to Kazgungudom).
    W019 (joined to Teal Domination).
    W020 (joined to Cat Ballou).
    W021 (joined to Freehand).
    W022 (joined to Azurra Coast).
    W023 (joined to Kazgungudom).
    W024 (joined to FreeToes).
    W025 (joined to FreeToes).
    W026 (joined to Chicago XIII).
    W027 (joined to Lake Port).
    W028 (joined to Lake Port).
    W029 (joined to Lake Port).
    W030 (airfield SW of Ishme-Shamash).
    W037 (airfield GONG).
    W039 (airfield 2N of Lake port).
    W040 (joined to Kremlin).
    W041 (airfield N of Tower of Babel).
    W042 (airfield NE of Tower of Babel).
    W043 (airfield 2N of Tower of Babel).
    W044 (joined to Tower of Babel).
    W045 (joined to Liberty Bell).
    W046 (airfield N, NE of Tower of Babe).
    W047 (airfield 2NE of Tower of Babel).
    W048 (joined to Freeborn).
    W049 (airfield GONG).
    W050 (joined to Kremlin).
    W051 (Airfiel N, NW of Rock Lobsterford).
    W052 (joins Kazkungudom).
    W053 (airfield NE, E of Tower of Babel).
    W054 (joined to Footloose).
    W056 (joined to Citadel of Ur).
    W058 (joined to Kremlin).
    W061 (joined to Sugar-Free Wheaties).
    W063 (joined to Martin Luther King Jr).
    W068 (joined to Ninhursag-Ki).
    W070 (joined to Citadel of Ur).


    General Notes and Plans
    No more pollution.

    Saber Invasion Force is 6S-1Sw of The Silo, found by Mercy of Meleet. Only 8 Transports now, not 9.

    I did not see nearly as many Saber destroyers this turn. I was very concerned about the Saber Invasion Force early in the turn when I could not find it. I was afraid that it was sailing for Gong, so I moved force to spot and stop it. Near the end of the turn I found it and confirmed the damage that The Council inflicted.

    Change some builds around and spend cash. We will have have 4 Mobile SAMs and two more Transports next turn.

    We plant more forests in Gong.

    Build Free The Council and start a war. We lose Dyes.

    Cycle through the cities again. Only one place, We Built This City, needs any tweaking; taxmen to clowns and hire a 3rd clown.

    Space Flight in 47; 9 gold, +1029 gpt.

    Rushing the Transports puts us very low on cash.

    I scared myself as I played the turn because I thought all of our Saber units were stacked outside Freedom Central. :eek: I thought, Oh, no! What have we committed to? There are only about 30 units in that stack, not near enough to do Saber any damage. Then I remembered about all the units parked in the capital and felt much better. :lol:
     
  14. CommandoBob

    CommandoBob AbstractArt

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    Location:
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    Zoomed Out, centered on Mt. Kremlin
    Spoiler :




    Zoomed Out, Gong
    Spoiler :




    Zoomed Out, Babe
    Spoiler :




    Zoomed Out, Saber
    Spoiler :




    Zoomed Out, The Council (Pre War)
    Spoiler :


     
  15. CommandoBob

    CommandoBob AbstractArt

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    Location:
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    Domestic
    Spoiler :




    Top 5 and Demographics
    Spoiler :




    Victory Conditions
    Spoiler :


     
  16. CommandoBob

    CommandoBob AbstractArt

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    Location:
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    International Scene (Before DoW)
    Spoiler :




    Trading: The Council
    Spoiler :




    Trading: BABE
    Spoiler :




    Trading: SABER
    Spoiler :




    International Scene (After DoW)
    Spoiler :


     
  17. CommandoBob

    CommandoBob AbstractArt

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    Location:
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    Free-Spirited
    Spoiler :




    Ishme-Swishme
    Spoiler :




    John McClane
    Spoiler :




    Marriage of Meleet
    Spoiler :




    Mercy of Meleet
    Spoiler :


     
  18. CommandoBob

    CommandoBob AbstractArt

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    The Alert
    Spoiler :




    Free The Council
    Spoiler :


     
  19. Empiremaker

    Empiremaker Human Fish

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    After finishing the forests, are you going to abandon most of our coastal towns? The forests also have to be 2 tiles deep.
     
  20. CommandoBob

    CommandoBob AbstractArt

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    Yes.

    I wasn't sure about extending the forests all around Gong. We'll need more workers for that. (add to the ToDo List) Some of the original Gong cities (Hanger 18 comes to mind) have an unhappy citizen at size one. I think we should do something with these cities. Abandon and replace with new Free cities seems to be the best answer.

    Small coatal cities we can abandon, then road/rail/forest (or maybe just forest).

    In our larger coastal cities I don't want to move too quickly. We have 43% of the world's population. If we start killing cities too quickly, we'll make one part of the Dominaition conditions easier for Saber.

    I am considering rushing workers in the large coastal cities. They are cheaper than workers and we need more workers to forest the Gong coastline. We rushed a lot of settlers eariler, but most of those cities have grown back.

    I'm thinking we need a revised master defense plan of Gong, one that starts with Gong as a (mostly) blank slate. We get our coastal defense (new forests/pillaging) mapped out and then we place cities in the interior. If we have to move cities, we do. We have 15 settlers in Gong; that should be plenty.

    I can follow such a plan.
     

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